WELCOME TO.....

THE

Zaxara, the Exemplary is an awesome commander. There's so much potential and different ways to build, but I chose to go the route of "-tribal". The other obvious choice was to do hydra's, but I feel like spells are superior because you're getting more value.

  • "I'll draw 10 cards!" - make a 10/10 (or larger) hydra
  • "I'll exile 8 of y'all's creatures!" - make an 8/8 hydra
  • "I'm going to get a s%%tload of land's from the top of my library!" - make a s%%tload/s%%tload hydra

...you get the idea.

A successful commander deck is all about getting the most value for your cards and getting creature's for playing non-creature spells is excellent value.

Playing this deck really boils down to the following:

  1. Ramp! Hard and fast (that's what she said). There is a lot of land ramp and some artifact deck to get way ahead of curve.
  2. Cast your commander
  3. Cast costed spells and reap the value

But let's dive into the categories that cards can be broken into now.

One of the best things about sultai is you have access to the best colors in magic and the benefits that come with them. Such as the ramp of green, the control and draw ability of blue, and - most importantly - the tutors of black (a green cause is the new ?)

  1. Beseech the Queen
  2. Demonic Tutor
  3. Vampiric Tutor
  4. Mythos of Brokkos - tutor up an infinite mana combo if you wish
  5. Chord of Calling - make a hydra
  6. Green Sun's Zenith - make a hydra
  7. Genesis Hydra - - make a hydra. Sort of a tutor right?

These precious little helpers make sure you always have what you need.

This category highlights some cards that are, each one of them, golden picks of this deck for their synergy with the commander.

  1. Unbound Flourishing - absolutely bonkers in this deck. As if this card was printed specifically to be in this deck it doubles the value of anything you do with an costed spell.
  2. Corpsejack Menace - double the size of each hydra you get from casting an spell. Makes each creature hitting your field more of a threat right out of the gate
  3. Nyxbloom Ancient - what green deck is this creature not amazing in? We are wanting to cast big spells and he really helps us with that journey.
  4. The Ozolith - It's gonna happen. Someone is going to boardwipe your big hydra's but Ozzy is going to make sure you retain value to use at a later time.

As mentioned before, we get to abuse the draw power of blue and believe me.... we are going to abuse it.

  1. Finale of Revelation - make a hydra
  2. Mind Spring - make a hydra
  3. Rhystic Study
  4. Blue Sun's Zenith - make a hydra
  5. Pull from Tomorrow - make a hydra
  6. Gadwick, the Wizened - make a hydra
  7. Hydroid Krasis - make a hydra
  8. Shamanic Revelation

You really only ever need 1 draw spell in a game cause when you draw 20+ cards you're gonna hit another one and be able to draw as much as you need realistically.

Folks are going to be pretty jealous of all the cool stuff you're doing an want to stop you. So there are a few ways to say no, or bring the fight back to them:

  1. Curse of the Swine - make a hydra
  2. Ertai's Meddling - make a hydra
  3. Hero's Downfall
  4. Mana Drain
  5. Pact of Negation
  6. Putrefy
  7. Cyclonic Rift
  8. Thassa's Intervention - make a hydra

In this category I'll point out some cards that didn't fit in other categories but were still valuable includes.

  1. Urborg, Tomb of Yawgmoth + Cabal Coffers - make a TON of black mana
  2. Nissa, Steward of Elements - grab free fun stuff, or scry away cards you don't need at the moment.
  3. Kruphix, God of Horizons - store up unused mana from previous turns to pump your spells next turn.
  4. Seedborn Muse - really needs no explanation of the value here.
  5. Sensei's Divining Top - manipulate your top three for optimal draws.
  6. Lightning Greaves - protect your investments!

Alright, you've had your fun, you've made some big hydras, you've gotten as much value as you need. Now you're ready to end. This deck has multiple ways of winning that I'll list here.

  1. Pemmin's Aura or Freed from the Real + Torment of Hailfire or Exsanguinate - generate infinite mana, cast an arbitrarily large torment and everyone is dead.
  2. Infinite (or even just a lot of) mana + Villainous Wealth - you can exile a players library to make them lose at their draw or leave a couple cards behind and if they don't conceded you can likely win by casting every in their library free of charge.
  3. Tons of mana + Finale of Devastation - grab a dude, any dude (can be Sakura-Tribe Elder for all it matters) and then overwhelm your opponents with combat damage.
  4. Simic Ascendancy - oh yea... remember all those hydra's you were making? Ya you now win on your upkeep cause of it. Because Zaxara, the Exemplary being an awesome commander and all does not make an X/X hydra he makes a 0/0 hydra and gives counters. FTW.
  5. Jarad, Golgari Lich Lord - pick a hydra with sufficient power, sacrifice it to Jarad and drain everyone.
  6. Avenger of Zendikar + Craterhoof Behemoth = immense trample damage
  7. Walking Ballista - infinite mana, remove counters and drain everyone.
  8. Craterhoof Behemoth - give 'em the hoof. Who doesn't like losing to a 57/57 hydra with trample?

Thank you so much for stopping by and viewing my deck. I've had a lot of fun building and playing it and it's a force to be reckoned with for sure!

If you like the deck, please slap like ... I mean give it an

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Criticism is always welcome so please comment if you are inclined... DO IT NOW

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77% Casual

23% Competitive

Revision 26 See all

(2 years ago)

-1 Island main
+1 Scalding Tarn main
+1 Verdant Catacombs main
-1 Wooded Foothills main
Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

35 - 0 Rares

20 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.86
Tokens Hydra 0/0 G, Plant 0/1 G
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